#include <QFuture>
#include <QColor>
-#include <QDebug>
#include <QMenu>
#include <QPainter>
b &= connect(this, SIGNAL(customContextMenuRequested(QPoint)), this, SLOT(customContextMenuRequested(QPoint)));
b &= connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
- b &= connect(m_activeRender, SIGNAL(frameUpdated(int)), this, SLOT(slotRenderZoneUpdated()));
+ b &= connect(m_activeRender, SIGNAL(frameUpdated(QImage)), this, SLOT(slotRenderZoneUpdated(QImage)));
b &= connect(this, SIGNAL(signalHUDRenderingFinished(uint,uint)), this, SLOT(slotHUDRenderingFinished(uint,uint)));
b &= connect(this, SIGNAL(signalScopeRenderingFinished(uint,uint)), this, SLOT(slotScopeRenderingFinished(uint,uint)));
AbstractScopeWidget::~AbstractScopeWidget()
{
+ writeConfig();
+
delete m_menu;
delete m_aAutoRefresh;
delete m_aRealtime;
}
+void AbstractScopeWidget::init()
+{
+ m_widgetName = widgetName();
+ readConfig();
+}
+
+void AbstractScopeWidget::readConfig()
+{
+ KSharedConfigPtr config = KGlobal::config();
+ KConfigGroup scopeConfig(config, configName());
+ m_aAutoRefresh->setChecked(scopeConfig.readEntry("autoRefresh", true));
+ m_aRealtime->setChecked(scopeConfig.readEntry("realtime", false));
+ scopeConfig.sync();
+}
+
+void AbstractScopeWidget::writeConfig()
+{
+ KSharedConfigPtr config = KGlobal::config();
+ KConfigGroup scopeConfig(config, configName());
+ scopeConfig.writeEntry("autoRefresh", m_aAutoRefresh->isChecked());
+ scopeConfig.writeEntry("realtime", m_aRealtime->isChecked());
+ scopeConfig.sync();
+}
+
+QString AbstractScopeWidget::configName() { return "Scope_" + m_widgetName; }
+
void AbstractScopeWidget::prodHUDThread()
{
if (this->visibleRegion().isEmpty()) {
- qDebug() << "Scope " << widgetName() << " is not visible. Not calculating HUD.";
- }
- if (m_semaphoreHUD.tryAcquire(1)) {
- Q_ASSERT(!m_threadHUD.isRunning());
+// qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating HUD.";
+ } else {
+ if (m_semaphoreHUD.tryAcquire(1)) {
+ Q_ASSERT(!m_threadHUD.isRunning());
- m_newHUDFrames.fetchAndStoreRelaxed(0);
- m_newHUDUpdates.fetchAndStoreRelaxed(0);
- m_threadHUD = QtConcurrent::run(this, &AbstractScopeWidget::renderHUD, m_accelFactorHUD);
- qDebug() << "HUD thread started in " << widgetName();
+ m_newHUDFrames.fetchAndStoreRelaxed(0);
+ m_newHUDUpdates.fetchAndStoreRelaxed(0);
+ m_threadHUD = QtConcurrent::run(this, &AbstractScopeWidget::renderHUD, m_accelFactorHUD);
+// qDebug() << "HUD thread started in " << m_widgetName;
- } else {
- qDebug() << "HUD semaphore locked, not prodding in " << widgetName() << ". Thread running: " << m_threadHUD.isRunning();
+ } else {
+// qDebug() << "HUD semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadHUD.isRunning();
+ }
}
}
// Only start a new thread if the scope is actually visible
// and not hidden by another widget on the stack.
if (this->visibleRegion().isEmpty()) {
- qDebug() << "Scope " << widgetName() << " is not visible. Not calculating scope.";
- }
- // Try to acquire the semaphore. This must only succeed if m_threadScope is not running
- // anymore. Therefore the semaphore must NOT be released before m_threadScope ends.
- // If acquiring the semaphore fails, the thread is still running.
- if (m_semaphoreScope.tryAcquire(1)) {
- Q_ASSERT(!m_threadScope.isRunning());
+// qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating scope.";
+ } else {
+ // Try to acquire the semaphore. This must only succeed if m_threadScope is not running
+ // anymore. Therefore the semaphore must NOT be released before m_threadScope ends.
+ // If acquiring the semaphore fails, the thread is still running.
+ if (m_semaphoreScope.tryAcquire(1)) {
+ Q_ASSERT(!m_threadScope.isRunning());
- m_newScopeFrames.fetchAndStoreRelaxed(0);
- m_newScopeUpdates.fetchAndStoreRelaxed(0);
+ m_newScopeFrames.fetchAndStoreRelaxed(0);
+ m_newScopeUpdates.fetchAndStoreRelaxed(0);
- // See http://doc.qt.nokia.com/latest/qtconcurrentrun.html#run about
- // running member functions in a thread
- m_threadScope = QtConcurrent::run(this, &AbstractScopeWidget::renderScope, m_accelFactorScope);
+ Q_ASSERT(m_accelFactorScope > 0);
- qDebug() << "Scope thread started in " << widgetName();
+ // See http://doc.qt.nokia.com/latest/qtconcurrentrun.html#run about
+ // running member functions in a thread
+ m_threadScope = QtConcurrent::run(this, &AbstractScopeWidget::renderScope, m_accelFactorScope, m_scopeImage);
- } else {
- qDebug() << "Scope semaphore locked, not prodding in " << widgetName() << ". Thread running: " << m_threadScope.isRunning();
+// qDebug() << "Scope thread started in " << m_widgetName;
+
+ } else {
+// qDebug() << "Scope semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadScope.isRunning();
+ }
}
}
void AbstractScopeWidget::prodBackgroundThread()
{
if (this->visibleRegion().isEmpty()) {
- qDebug() << "Scope " << widgetName() << " is not visible. Not calculating background.";
- }
- if (m_semaphoreBackground.tryAcquire(1)) {
- Q_ASSERT(!m_threadBackground.isRunning());
+// qDebug() << "Scope " << m_widgetName << " is not visible. Not calculating background.";
+ } else {
+ if (m_semaphoreBackground.tryAcquire(1)) {
+ Q_ASSERT(!m_threadBackground.isRunning());
- m_newBackgroundFrames.fetchAndStoreRelaxed(0);
- m_newBackgroundUpdates.fetchAndStoreRelaxed(0);
- m_threadBackground = QtConcurrent::run(this, &AbstractScopeWidget::renderBackground, m_accelFactorBackground);
- qDebug() << "Background thread started in " << widgetName();
+ m_newBackgroundFrames.fetchAndStoreRelaxed(0);
+ m_newBackgroundUpdates.fetchAndStoreRelaxed(0);
+ m_threadBackground = QtConcurrent::run(this, &AbstractScopeWidget::renderBackground, m_accelFactorBackground);
+// qDebug() << "Background thread started in " << m_widgetName;
- } else {
- qDebug() << "Background semaphore locked, not prodding in " << widgetName() << ". Thread running: " << m_threadBackground.isRunning();
+ } else {
+// qDebug() << "Background semaphore locked, not prodding in " << m_widgetName << ". Thread running: " << m_threadBackground.isRunning();
+ }
}
}
-void AbstractScopeWidget::forceUpdate()
+void AbstractScopeWidget::forceUpdate(bool doUpdate)
{
+// qDebug() << "Force update called in " << widgetName() << ". Arg: " << doUpdate;
+ if (!doUpdate) { return; }
m_newHUDUpdates.fetchAndAddRelaxed(1);
m_newScopeUpdates.fetchAndAddRelaxed(1);
m_newBackgroundUpdates.fetchAndAddRelaxed(1);
QWidget::resizeEvent(event);
}
-void AbstractScopeWidget::raise()
+void AbstractScopeWidget::showEvent(QShowEvent *event)
{
- // Widget has been brought to the top of a widget stack,
- // layers need to be updated.
- QWidget::raise();
- forceUpdate();
+ QWidget::showEvent(event);
+ m_scopeRect = scopeRect();
}
void AbstractScopeWidget::paintEvent(QPaintEvent *)
{
-// qDebug() << "Painting now on scope " << widgetName();
- if (!initialDimensionUpdateDone) {
- // This is a workaround.
- // When updating the dimensions in the constructor, the size
- // of the control items at the top are simply ignored! So do
- // it here instead.
- m_scopeRect = scopeRect();
- initialDimensionUpdateDone = true;
- }
-
- qDebug() << "Drawing top/left at " << m_scopeRect.topLeft().x() << "/" << m_scopeRect.topLeft().y();
-
QPainter davinci(this);
davinci.drawImage(m_scopeRect.topLeft(), m_imgBackground);
davinci.drawImage(m_scopeRect.topLeft(), m_imgScope);
void AbstractScopeWidget::slotHUDRenderingFinished(uint mseconds, uint oldFactor)
{
- qDebug() << "HUD rendering has finished, waiting for termination in " << widgetName();
+// qDebug() << "HUD rendering has finished, waiting for termination in " << m_widgetName;
m_threadHUD.waitForFinished();
m_imgHUD = m_threadHUD.result();
}
if ( (m_newHUDFrames > 0 && m_aAutoRefresh->isChecked()) || m_newHUDUpdates > 0) {
- qDebug() << "Trying to start a new HUD thread for " << widgetName()
- << ". New frames/updates: " << m_newHUDFrames << "/" << m_newHUDUpdates;
+// qDebug() << "Trying to start a new HUD thread for " << m_widgetName
+// << ". New frames/updates: " << m_newHUDFrames << "/" << m_newHUDUpdates;
prodHUDThread();;
}
}
{
// The signal can be received before the thread has really finished. So we
// need to wait until it has really finished before starting a new thread.
- qDebug() << "Scope rendering has finished, waiting for termination in " << widgetName();
+// qDebug() << "Scope rendering has finished, waiting for termination in " << m_widgetName;
m_threadScope.waitForFinished();
m_imgScope = m_threadScope.result();
int accel;
if (m_aRealtime->isChecked()) {
accel = calculateAccelFactorScope(mseconds, oldFactor);
- if (m_accelFactorScope < 1) {
+ if (accel < 1) {
// If mseconds happens to be 0.
accel = 1;
}
}
if ( (m_newScopeFrames > 0 && m_aAutoRefresh->isChecked()) || m_newScopeUpdates > 0) {
- qDebug() << "Trying to start a new scope thread for " << widgetName()
- << ". New frames/updates: " << m_newScopeFrames << "/" << m_newScopeUpdates;
+// qDebug() << "Trying to start a new scope thread for " << m_widgetName
+// << ". New frames/updates: " << m_newScopeFrames << "/" << m_newScopeUpdates;
prodScopeThread();
}
}
void AbstractScopeWidget::slotBackgroundRenderingFinished(uint mseconds, uint oldFactor)
{
- qDebug() << "Background rendering has finished, waiting for termination in " << widgetName();
+// qDebug() << "Background rendering has finished, waiting for termination in " << m_widgetName;
m_threadBackground.waitForFinished();
m_imgBackground = m_threadBackground.result();
}
if ( (m_newBackgroundFrames > 0 && m_aAutoRefresh->isChecked()) || m_newBackgroundUpdates > 0) {
- qDebug() << "Trying to start a new background thread for " << widgetName()
- << ". New frames/updates: " << m_newBackgroundFrames << "/" << m_newBackgroundUpdates;
+// qDebug() << "Trying to start a new background thread for " << m_widgetName
+// << ". New frames/updates: " << m_newBackgroundFrames << "/" << m_newBackgroundUpdates;
prodBackgroundThread();;
}
}
void AbstractScopeWidget::slotActiveMonitorChanged(bool isClipMonitor)
{
- qDebug() << "Active monitor has changed in " << widgetName() << ". Is the clip monitor active now? " << isClipMonitor;
+// qDebug() << "Active monitor has changed in " << m_widgetName << ". Is the clip monitor active now? " << isClipMonitor;
- bool disconnected = m_activeRender->disconnect(this);
- Q_ASSERT(disconnected);
+ bool b = m_activeRender->disconnect(this);
+ Q_ASSERT(b);
m_activeRender = (isClipMonitor) ? m_clipMonitor->render : m_projMonitor->render;
- bool b = true;
b &= connect(m_activeRender, SIGNAL(rendererPosition(int)), this, SLOT(slotRenderZoneUpdated()));
- b &= connect(m_activeRender, SIGNAL(frameUpdated(int)), this, SLOT(slotRenderZoneUpdated()));
+ b &= connect(m_activeRender, SIGNAL(frameUpdated(QImage)), this, SLOT(slotRenderZoneUpdated(QImage)));
Q_ASSERT(b);
// Update the scope for the new monitor.
m_newScopeFrames.fetchAndAddRelaxed(1);
m_newBackgroundFrames.fetchAndAddRelaxed(1);
- qDebug() << "Monitor incoming. New frames total HUD/Scope/Background: " << m_newHUDFrames
- << "/" << m_newScopeFrames << "/" << m_newBackgroundFrames;
+// qDebug() << "Monitor incoming. New frames total HUD/Scope/Background: " << m_newHUDFrames
+// << "/" << m_newScopeFrames << "/" << m_newBackgroundFrames;
if (this->visibleRegion().isEmpty()) {
- qDebug() << "Scope of widget " << widgetName() << " is not at the top, not rendering.";
+// qDebug() << "Scope of widget " << m_widgetName << " is not at the top, not rendering.";
} else {
if (m_aAutoRefresh->isChecked()) {
prodHUDThread();
}
}
+void AbstractScopeWidget::slotRenderZoneUpdated(QImage frame)
+{
+ m_scopeImage = frame;
+ slotRenderZoneUpdated();
+}
+
void AbstractScopeWidget::slotResetRealtimeFactor(bool realtimeChecked)
{
if (!realtimeChecked) {